935 lines
50 KiB
Plaintext
935 lines
50 KiB
Plaintext
Thank you for support our asset!
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*IMPORTANT* This asset requires Unity 2019.4.32f1 LTS or higher.
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If you have any question about how it works or if you are experiencing any trouble,
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feel free to email us at: inv3ctor@gmail.com
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Please do not Upload or share this asset as a package without permission.
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If you downloaded this asset illegally for studies or prototype purposes,
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please reconsider purchase if you want to publish your work, you can buy on the AssetStore or the vStore
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or send us a email and we can figure something out, you can even post your work on our Forum,
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we will be happy to help with feedback and advertise your game on our Reel videos.
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It has been more than 5 years since the release of v1.0 and we continue to work on this only because of your support,
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otherwise we will have to find day jobs and we would never had time to work on this, so thank you!
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ASSETSTORE: https://www.assetstore.unity3d.com/en/#!/content/44227
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VSTORE: https://sellfy.com/invector
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FORUM: http://invector.proboards.com/
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YOUTUBE: https://www.youtube.com/channel/UCSEoY03WFn7D0m1uMi6DxZQ
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WEBSITE: http://www.invector.xyz/
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ONLINE DOCUMENTATION: https://www.invector.xyz/thirdpersondocumentation
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Invector Team - 2022
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MeleeCombat 2.6.1b Hotfix 22/01/2021
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- [Melee] Fix missing script on SimpleMelee AI in some scenes from internal packages (2.5d, topdown, mobile)
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- [Inventory] Fix inventory Started Items with a limited count
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- [Controller] Fix footstep AudioSurface editor not openning the list of audioclips and texture list
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- [Controller] Fix stopCharacter and StopCharacterWithLerp methods not stopping the character correctly
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- [Controller] Fix jump and Rotate option not working when Strafing
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- [Controller] Fix some parameters not showing in the inspector on Unity 2020+
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- [Controller] Fix AutoCrouch not working correctly on some situations
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- [Template] Improvements in the demo scenes (adjust/fix scene prefabs, adjust settings, etc...)
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MeleeCombat 2.6.1a Improvements & Fixes 22/11/2021
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- Add more options to Check StopMove method (Raycast, CapsuleCast, SphereCast)
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- Improved Animation Movement BlendTree Transition (footslide improved)
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- Fix TriggerChangeCameraState not working correctly
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- Fix Animator Falling transition checked with Can Transition to self causing issues with landing
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* Project update from 2019.4.22 to 2019.4.32 to replace Collab with Plastic SCM
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-----------------------------------------------------------------------------------------------------
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MeleeCombat 2.6.1 Improvements & Fixes 14/11/2021
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- Improved MeleeCombat Demo scene
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- Add Melee Component 'vBlockUnarmedAttacks' example
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- Add Camera Rotation for the Add-ons Shooter TopDown & Point&Click Input Controllers
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- Fix Double Input not resetting correctly
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- Fix GenericAction MatchTarget not working on animator layers other then the base layer
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- Fix Melee_Upperbody and Shooter Animators missing the Sliding state
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-----------------------------------------------------------------------------------------------------
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MeleeCombat 2.6.0c Hotfix 11/10/2021
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- Improved StopMove Behavior on SteepSlopes
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- Improved StopMove Behavior while Rolling
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- Fix IsMoving method interfering with RootMotion Animations
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- Fix vInput not detecting KeyCodes for Joystick and Mobile
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-----------------------------------------------------------------------------------------------------
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MeleeCombat 2.6.0b Mobile Hotfix 28/09/2021
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- Fix all Mobile scenes
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-----------------------------------------------------------------------------------------------------
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MeleeCombat 2.6.0a Hotfix and Fixes 24/09/2021
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- Add Public access to vDrawHideMeleeWeapons melee and holderManager properties
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- Fix vObjectDamage Apply damage
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- Fix Null exception of vDrawHideMeleeWeapons
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-----------------------------------------------------------------------------------------------------
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MeleeCombat 2.6.0 Improvements and Fixes 23/09/2021
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- Add new Unarmed Attack A and B animations (now the character move 1 step forward while attacking)
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- Add TurnOnSpot animations for the Strafe Locomotion when Rotating Idle in place (unarmed, holding melee, holding shooter and bow, standing and crouch)
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- Add New Roll Animation
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- Add Slide on Slope Animation for All Animators
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- Add 'RotationMagnitude' as a float parameter on the Animator (all) now used for a better LeanMovement and TurnOnSpot
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- Add OnDisableRagdoll Event
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- Add New Input Editor with search tool
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- Add Custom Fixed Time Step from 30 to 144fps (set to your target framerate for better physics performance)
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- Add 'ReceiveFromGlobal' option to the vMessageReceiver component
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- Improvements on StopMove method more efficient with better performance
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- Improvements on the SlopeLimit behavior
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- Improvements on the Slide On Slopes behavior
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- Improvements on the GenericAction GetNormalizedTime to be more accurated with animation timming
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- Improvements on StepUp, JumpOver and ClimbUp with smooth transitions and match target curve adjustments
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- Improvements on the vAnimatorTag and vAnimatorStateInfo
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- Fix max friction physics material enabled on edges preventing the controller from sliding down
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- Fix Ragdoll getting up with the wrong animation on character with different hips rotation
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- Fix BodySnap not identifying generic bones
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- Fix ItemManager OnEquip event being called in the wrong place
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- Fix jittering animations when enter, climbing or exiting a Ladder
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-----------------------------------------------------------------------------------------------------
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MeleeCombat 2.5.7 Fixes and Improvements 28/05/2021
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- Add OnRoll Event for the Controller
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- Add several new comments to the new/revised methods in the vItemManager class
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- Add option to hide the message 'Import ProjectSettings' in the vCheckForProjectSettings class
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- Updated Inventory and ItemManager Collecting Items and Equipping behaviors
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- Updated Inventory behavior to disable the LeftWeapon when equipping a 2 Hand RightWeapon instead of unequipping it
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- Updated vLoadLevelExample class to also transfer the camera along with the Player (no more need to have another camera into the new scene)
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- Fix rare attack behavior that makes the character go through a wall when using RootMotion
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- Fix vDamageReceiver Multiplier being applied more than once
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- Fix OnChangeItemAmount being called more than once
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- Fix JumpConditions and RollConditions to not jump while in roll or roll while jumping (plus other conditions)
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- Fix Controller walking a few steps after Rolling and releasing the input
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- Fix DropAllItems and Add DestroyAllItems in the vItemManager class
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* Template Updated to 2019.4.22f1
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-----------------------------------------------------------------------------------------------------
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MeleeCombat 2.5.6b HOTFIX b 19/02/2021
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- Add option to not receive damage while Rolling
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- Add option to ignore active ragdoll when taking damage
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- Add vGenericActionReceiver (To receive events by action name)
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- Add actionName variable for vTriggerGenericAction (Use to filter event using vGenericActionReceiver)
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- Add endActionManualy variable for vTriggerGenericAction (Used to make persistent actions)
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- Add FinishAction method for vGenericAction (Use to finish persistent actions)
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- Add Mobile Button to drop weapons in the NoInventory Scenes
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- Improved Headtrack Behavior
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- Fix damage not triggering reaction when ignore defense is true
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- Fix AttackID and DefenceID resetting to 0 when custom action is true
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- Fix HUD prefab missing from the Melee Template prefab
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- Fix missing background texture in the melee combat demo scene
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- Fix missing metal texture from the ladder (causing an error with footstep)
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- Fix vLockOn resetting camera state
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- Fix GenericAction resetting camera state
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- Fix Inventory Collect item routine
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- Fix Mobile Inventory Prefabs (shooter & melee)
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- Fix Mobile Controller Template Internal Hierarchy Order
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- Fix Mobile Attack and Defense Input not working after changing from a ShooterWeapon
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- Fix Rolling and Attacking at the same time when equipped with a ShooterWeapon
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- Fix 2.5D scenes, prefabs, aimCanvas, and shooter mobile example
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- Fix TopDown prefabs and shooter mobile example
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- Updated all internal add-on packages
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-----------------------------------------------------------------------------------------------------
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MeleeCombat 2.5.6a HOTFIX a 04/02/2021
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- Add Example of Point & Click with Agent to use navmesh navigation
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- Add Weapon Preview to Melee & Shooter Templates (easier to align handlers)
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- Fix Footstep using the wrong tag when auto-creating sphere triggers
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- Fix LockOn tpCamera null error
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- Fix Basic & Shooter Template missing a camera
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- Fix Melee & Shooter Template missing custom handlers
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- Improvements to the Character Templates
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- vIKSolver moved to the Basic Locomotion folder to work with the latest Push & Parachute Add-ons
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-----------------------------------------------------------------------------------------------------
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MeleeCombat 2.5.6 IMPROVEMENTS 03/02/2021
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- Add New Character Creator Window (Now uses a Template Prefab already set up, easier to replace a 3D Model)
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- Add Option to use a GameControllerExample in the Character Creator Window
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- Add Option to use a Inventory Prefab and ItemListData in the Character Creator Window (Melee & Shooter)
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- Add BodySnap and SnapToBody now comes standard on each Controller Template to handle attachments
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- Add Toggle Walk Input option (PC Only - CapsLock by default)
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- Add Footstep option to Play Manually instead of the OnTriggerEnter, ex: call the method 'PlayFootStep' on Animation Events to have precise footstep sounds
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- Add ResetCameraAngle method in the vThirdPersonInput
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- Add ResetAngle method in the vThirdPersonCamera
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- Add Option to Use Slide and Use StepOffsetSet
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- Add GroundDetectionDistance for the CheckGround
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- Add Options to use Melee Attacks and Defense while the weapon is holstered or equipped (see ShooterManager)
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- Add Options to Weak, Strong and Block when immediately drawing a Melee Weapon (see DrawHideWeapon)
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- Add 'ReturnToLastState' method for the DrawHideWeapons (for ex: holstering a weapon and throwing a grenade won't equip the weapon again after throwing it)
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- Add Dual Sword example for the Melee demo scene
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- Add OnStartReceiveDamage Event allowing to know the damage before taking the damage, this allows for damage modifications like damage resistance
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- Improved Class vThirdPersonCamera is now Virtualized for overrides
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- Improved vThirdPersonMotor PhysicsMaterials Routine
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- Improved CheckGround and DisableCheckGround Routines
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- Fix missing scripts in the Mobile Add-on package
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- Fix Snap to Body not registring the bone correctly
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- Fix 2.5D dark demo scenes due to missing lightmap
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- Fix Controller stopping while airborne when the InputSmooth reaches zero
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-----------------------------------------------------------------------------------------------------
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MeleeCombat 2.5.5 Improvements Update 31/12/2020
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- Add CheckItemInInventory script example
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- Add 2.5D Multi-Path example
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- Add Verification to identify if the ProjectSettings was imported
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- Improved Ladder verification when 2 or more ladders are close to each other
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- Improved 2.5D Aim and Direction detection
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- Improved 2.5D Gizmos to create paths and ctrl+z support added
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- Improved CapsuleCollider Info for the Controller and add ResetCapsule method
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- Fix Hit sound playing at the same time when the character is blocking
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- Fix LockOn AimSprite not finding a Canvas, AimImageContainer was added for the LockOn
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- Fix DrawHideWeapon not drawing instantly when only using a Defense weapon
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- Fix Error during the 'Dead' tag verification when the player dies while performing an attack
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- Fix FallDamage causing extra damage on negative surfaces below -y
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- Fix Sliding getting stuck on big slopes
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- New Parachute Add-on Released
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- Documentation Updated
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* Happy New Year!
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-----------------------------------------------------------------------------------------------------
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MeleeCombat 2.5.4 Hotfix Update 19/10/2020
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- Add 'SetSpawnPoint(transform) method in the vGameController component
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- Add more events to TriggerGeneric Action
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- Add Simple trigger with input
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- Add optional 'SkipEmptySlots' for the Inventory when switching between slots
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- Add LockOn 'LockSpeed' float variable for the transition speed
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- Add method UseAnimatorMove(bool) to use the Controller with Cutscenes (ex: call when using Timeline)
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- Improved Joystick Mouse Input on Inventory (now it works only when using inventory)
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- Improved StepOffset detection
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- Improved DeadBehavior method to use AnimatorTag instead of IsName (this allows multiple death animations to be used)
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- Fix Simple trigger other detection
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- Fix Roll and Attack triggering in the same time
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- Fix TriggerGenericAction enter and exit events being called more than once
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- Fix Nan error when openning the Inventory with Time.Scale 0 and using a Controller with RootMotion enabled
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- Fix HealthRecovery not working properly
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- Fix Sprinting while attacking consume extra stamina
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- Fix MoveSet not getting back to default when holstering a weapon when 'UseDefaultMovesetWhileAiming' is false
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- Fix OnActiveRagdoll(vDamage) event being called all the time when falling from height places
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-----------------------------------------------------------------------------------------------------
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MeleeCombat 2.5.3 Mobile Update 07/07/2020
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- Project updated to Unity 2018.4.23f1
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- New Mobile Controls
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- New Mobile Inventory Prefabs
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- New Mobile Camera Movement (improved sensitivity)
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- New Mobile Demo scenes
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- Fix missing sprite at the Inventory Selector object
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- Fix AutoEquipping 2 items at the same time not playing the equip animations correctly
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- Improved SnapToGround method and add SnapPower to choose the how much it affect
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- Improved Headtrack to make the character look at the aim point when aiming
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- Add OnEnterTrigger/OnExitTrigger Events for the GenericAction
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- Add ItemType verification to the vCheckIfItemIsEquipped component
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- Add vMatchTarget with Curves for the GenericAction (better results than the Animator MatchTarget)
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- Add Toggle Open/Door in the SimpleDoor
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- Add ItemsID and ItemsType to trigger events when using a specific Item or ItemType in the CheckItemIsEquipped component
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- Add Option to parent the Character to the Ladder and add Curve to do MatchTarget
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- Add TwoHandSword script example (1 item equipping 2 of the same equipment, ex: dual swords)
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-----------------------------------------------------------------------------------------------------
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MeleeCombat v2.5.2 BugFixes - 16/05/2020
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- Fix Character Creator Window bug in the button "Create" not working on 2019.x when the prefab of the character is in the scene
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- Fix Inventory ItemManager Assistent not creating Inventory Prefabs without the vInventory in the root
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- Fix Save/Load Items example not loading ammo into weapons and not updating to the correct EquipSlot
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- Fix Missing files at the Mobile Internal Package
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- Fix Inventory Joystick Cursor navigating outside the screen space
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- Fix Inventory Joystick Cursor not appearing in the middle of the screen sometimes
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- Fix wrong Sprite assigned to the Inventory Keyboard tabs "Q" and "E"
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- Add ItemManager Save/Load Item Event
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- Add HealthController OnResetHealth and OnChangeHealth Events
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- Add OnEquipWeapon Event in the Shooter and Melee Managers a aditional verification to identify the side (left/right)
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-----------------------------------------------------------------------------------------------------
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MeleeCombat v2.5.1 New Inventory/Improvements/BugFixes - 03/05/2020
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- Fix Character MovementSmooth & AnimationSmooth values acting different depending on the framerate
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- Fix Character being dragged down on 45+ ramps if the option 'UseSnapGround' is checked
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- Fix Camera Zoom not scrolling with the Mouse ScrollWhell
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- Fix Ragdoll AudioSource being created far away from the controller
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- Fix Sprinting being reset to Run when making a quick 180 degrees quickly
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- Fix ControlRotationType not being called when not using the vThirdPersonCamera
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- Fix FallDamage being applied when the ground is a negative y value
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- Fix Lock-On 'StrafeWhileLockOn' option not working (uncheck it to lock-on and stay in free locomotion)
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- Add Checkpoint Example in the MeleeCombat Demo scene (Works via vGameController)
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- Add vLoadLevelHelper example to transfer the character from one scene to another
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- Add Save/Load Inventory Items Example using json (check melee demo scene to see it in action)
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- Add bool 'ignoreTpCamera' to use different camera solutions
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- Add defense input for the Melee Point & Click add-on controller
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- Add Ragdoll Ground Layer, New Debugs options & DamageReceiver improvements
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- Add Ragdoll StayDownTime you can now add a time for the character to stay in ragdoll after taking damage
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- Add Search tool for the ItemListData
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- Add New option to the ItemManager to AddToEquipArea to add the collected item to a specific EquipArea
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- Add Joystick navigation simulating a cursor to the Inventory
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- Add new vSimpleDoor with input hold example, improved verifications
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- Add vTriggerActionEvent to filter when you perform a specific TriggerGenericAction to call Events
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(ex: when jumpOver only, you can call a event to hide weapons)
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- Improved ItemManager AutoEquip option now actually equip the item and change to the slot the item was equipped
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- Improved ItemManager AddtoEquipArea adds the item to a specific equipArea (if there is no slot available, it just adds to the inventory)
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- Improved GenericAction verifications when performing a action without animation
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- Improved GenericAction Debug Mode, now it's more detailed step by step of the action
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- Improved Inventory System with new scripts & methods, everything has summaries
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- Improved Strafe Locomotion Sprinting, add 'hasMovementInput' delay to the sprint to avoid losing momentum when changing direction quickly
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- Add-On Swimming added dynamic water level support
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- Add-On Builder several improvements and new placement detection system to build objects on uneven terrain
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- New Add-On Inventory Crafting System (Required MeleeCombat or Shooter Template)
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* The Mobile Inventory is being developed and will be on the next Update release!
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-----------------------------------------------------------------------------------------------------
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MeleeCombat v2.5.0a HOTFIX - 10/01/2020
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- Fix Controller moving faster when moving diagonally
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- Add bool 'ignoreTpCamera' to use different camera solutions
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- Improved Roll rotation while Strafing
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- Improved FreeMovement leanning
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-----------------------------------------------------------------------------------------------------
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MeleeCombat v2.5.0 CORE UPDATE & New Features - 02/12/2019
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- Project upgraded from 5.6.2 to 2018.4.12 LTS with all the warnings regarding deprecated variables are now fixed
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- Big jump from 1.3.2 to 2.5.0 to match other versions of the template
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- Add new Welcome Window - Make sure to import the 'ProjectSettings' after you import the package
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- Change Mobile, Topdown, 2.5D, ClickToMove and the vMansion examples are now separated add-ons and can be install from the WelcomeWindow/Add-ons
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- CORE UPDATE - new methods to Move and Rotate the Character it's now much more fluid
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- CORE UPDATE - tpMotor, tpAnimator, tpController, and tpInput was improved and restructured, check the documentation to see the flowchart demonstrating the new structure
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- Improved 2.5Input scripts are no longer needed, now you just need to overwrite the methods ControlLocomotionType and ControlRotateType to create new Controller styles
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- Improved ClickToMove with better target selection and collision detection
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- Improved Ladder System, now supports inclined angles, new ladder model with each step set to 0.5f of height, add ClimbSpeed & FastClimbSpeed with an option to consume stamina
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- Improved components such as generic action, headtrack, ladderAction that previusly had their own updates are now shared with the tpInput update to improve performance
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- Improved Debug mode for the controller, new Gizmos for StepOffset and Ground Detection
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- Add New Animations for the Ladder System and better match target to entry and exit
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- Add transition to Sprint if you're Crouching
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- Add 'SprintOnlyFree' option to switch to free locomotion while sprinting
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- Add 'UseLeanAnimations' option to use the lean left/right animations while turning on free locomotion, disable it when using a TopDownController
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- Add 'RotateWithCamera' option to each LocomotionType (Free or Strafe) to make the character Rotate with the Camera forward while standing still
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- Add 'MovementSmooth' and 'AnimationSmooth' values for each LocomotionType (Free or Strafe) to have better control of the smoothness you need when moving the character or the locomotion animation speed
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- Add 'SnapToGround' optional to snap the collider to the ground, recommended when using complex terrains or inclined ramps
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- Add Roll options such as UseRollRootMotion, UseRollGravity, RollSpeed, RollRotationSpeed and TimeToRollAgain
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- Add vAnimatorParameters to manage all the animator parameters and convert string to hash to increase performance
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- Add new parameters 'IsSprinting' to the animator to know if the character is sprinting or not (useful to create directional transitions)
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- Add new options for the Jump/Airborne you can now use the current Rigidbody Velocity to influence on the jump speed direction
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- Add 'Jump and Rotate' to rotate while jump/airborne, 'AirSpeed' to control the speed while jump/airborne, 'AirSmooth' to control the smoothness
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- Add 'Velocity Multiplier' option for the Ragdoll, it gets the current velocity of the character rigidbody and applies to the ragdoll when enabled, creating a more realistic transition
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- Add 'Falling Damage' option in the Jump/Airborn tab
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- Fix bug when entering the ladder and some animations didn't reset (ex: aiming, crouching, blocking)
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- Fix Ragdoll Component not being added when creating a ragdoll, now all the colliders are set to CollisionMode Speculate
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- ADD-ON Swimming now has an input to swim up/down, demo scene improved with generic action climb instead of the old system to exit the swim
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- Removed XInput.dll from the project
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- Removed vCharacterStandlone, use vHealthController instead
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-----------------------------------------------------------------------------------------------------
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MeleeCombat v2.4.2 New Features & Hotfix - 13/08/2019
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- Add BodySnap Attachments new feature to make it easier to transfer attachments from one character to another (check shooterMelee demo scene & documentation)
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- Add FreeMovement and FreeRotation separated methods, also a new LockMovement and LockRotation tag to be used in the AnimatorTags
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- Removed 'AllowMovementAt' from MeleeAttackControl, you can now use the tags LockMovement and LockRotation on specific attacks
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- Removed 'actions' bool from the ThirdPersonMotor, use customAction instead
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- Add AnimatorTagAdvanced, you can now check a tag using the normalized time of an animation, ex: from 0.2 to 0.7 you can use the tag 'LockRotation' on an attack
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- Add Animator Controller 'Invector@MeleeCombat_Upperbody' with an example of Attack and Move at the same time, also a transition from a combo that starts on Upperbody and goes to FullBody
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- Add CheckItemIsEquipped to InventoryExamples, you can now trigger events if a item is equipped or uniquipped (check shooterMelee demo scene)
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- Add example script to verify if the health item can be used only if currentHealth < maxHealth (check shooterMelee demo scene)
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- Fix OnCrouch event being called when Rolling
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- Fix Ladder not reseting the speed after exiting
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- Fix damage field not being display in the vObjectDamage inspector
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- Fix NaN NaN NaN error with the SimpleMelee AI (also add Wander behavior)
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- Improved MessageSender can now send messages to parent
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- Improved StepOffset
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- Improved Character Creation window now is already assign with default prefabs for each template
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- Improvements in transition between locomotion speeds, use the Acceleration variable in the Locomotion tab > Free/Strafe Speed
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- Several improvements in the GenericAction in preparation for the newest Add-on vBuilder
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-----------------------------------------------------------------------------------------------------
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MeleeCombat v2.4.1 New Features & Hotfix - 03/05/2019
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- Add new GenericAction Examples of use (check BasicDemoScene)
|
|
- Add New inputs to trigger GenericActions directly from the Trigger (HoldTimer, DoubleButton, ButtonDown, Auto)
|
|
- Add option to set a ActionState in the Animator to handle special conditions when playing a CustomAnimation of the GenericAction (check GenericAction ButtonTimer Example)
|
|
- Add more Events and Options in the TriggerGenericAction
|
|
- Add Separated Equip and Unequip custom animations to play in the ItemListData (EquipAnim can also be triggered when using an Consumable Item)
|
|
- Add Separated Equip and Unequip delay time for items in the ItemListData
|
|
- Add option display Inventory UI Buttons for items to be Used, Droped, Destroyed and DestroyAfterUse for each item in the ItemListData
|
|
- Add option to trigger an animation when using a consumable item on the ItemListData
|
|
- Add generic method to open/close Inventory
|
|
- Add vUseItemEventTrigger to use a item from the Inventory UI and trigger an event
|
|
- Add Event OnCrouch/OnStandUp for the character
|
|
- Add Event CheckHealthEvents for the character to trigger a Event when it takes damage lower/higher/equals than value
|
|
- Add exposed CurrentHealth and option to Fill up with MaxHealth value on Start or not (to start with lower health)
|
|
- Add Volume, SpawnStepMark, SpawnParticles methods on the Footstep to be used with Events (for example, lower the footstep volume when crouched)
|
|
- Improved Rotation method of the GenericAction when using the option "Use Trigger Rotation"
|
|
- Improvements on the HealthController
|
|
- Improvements in the Headtrack System
|
|
- Fix LockInventoryInput method to avoid openning while is attacking, reloading or changing weapon
|
|
- Fix WeaponHolderManager timming issues with equipDelay from ItemManager and add debugMode
|
|
- Fix LockOn sprite not disabling after reset the scene
|
|
- Fix broken links to download the vCrossPlatform & MobileControls prefabs
|
|
- Fix Headtrack not ignoring the tags in the animator
|
|
- Fix all Mobile demo scenes, broken UI buttons, Mobile Inventories and link to download vCrossPlatform updated
|
|
- Fix Ladder Alignment
|
|
- AnimatorControllers Updated with minor changes to work with the new updates of the GenericAction and Inventory Equip/Unequip
|
|
|
|
-----------------------------------------------------------------------------------------------------
|
|
|
|
MeleeCombat v2.4.0 New Features! - 13/12/2018
|
|
|
|
- All Animations (Basic, Melee & Shooter) retarget to VBot 2.0 and improved (crooked fingers, better poses, aim and fire - project weight reduction)
|
|
- Add vAnimationEvent & vAnimationEventReceiver to Trigger Events directly from Animation States (Check AssaultRifle Reload example)
|
|
- Add vMessageReceiver and vMessageSender you can now send a message to any object and trigger Events - Check the Online Documentation
|
|
- Add vDrawHideMeleeWeapons to automatically hide weapons (needs vWeaponHolderManager - also possible to be called using Events)
|
|
- Add Equip/Unequip Delay Time separated for equip and unequip animations for the ItemListData
|
|
- Add Continuous Sprint option for the Input
|
|
- Add more Events for the Controller like OnJump, OnCrouch, OnStartSprinting, OnFinishSprinting
|
|
- Add ParticleCollision detection to the vObjectDamage
|
|
- Add Optional Strong Attack in the MeleeWeapon
|
|
- Add OnEnter/Exit Look Events for the vLookTarget script
|
|
- Add Slide as new action example for the Basic demo scene
|
|
- Add CustomCameraState parameter in the vTriggerGenericAction to play custom camera state while doing the action
|
|
- Fix Camera Culling issue with 2018.x
|
|
- Fix GroundDistance not ignoring colliders when IsTrigger was checked
|
|
|
|
-----------------------------------------------------------------------------------------------------
|
|
|
|
MeleeCombat v2.3.3 HOTFIX - 12/09/2018
|
|
|
|
- Project optmization (less/optimized textures)
|
|
- Add vWeaponConstrain for NoInventory Collectibles with Rigibody (fix 2018.x handler bug - solution by sjmtech)
|
|
- Fix RandomAttack example in the MeleeCombat Animator Controller
|
|
- Re-add Waypoint System for the Simple Melee AI
|
|
|
|
-----------------------------------------------------------------------------------------------------
|
|
|
|
MeleeCombat v2.3.2 HOTFIX/AI TEMPLATE PREPARATION - 13/07/2018
|
|
|
|
- Add optional bool to use or not .instance with the controller
|
|
- Add SmoothDamp for States to the ThirdPersonCamera
|
|
- Add OnStartAction and OnEndAction Events on vGenericAction script
|
|
- Fix Ragdoll not being activated on vSpikes
|
|
- Fix StepOffset bug
|
|
- Fix Jump 'inplace' bug caused on previous update
|
|
- Improved rigidbody movement methods
|
|
- Improved Roll and Jump verifications
|
|
|
|
-----------------------------------------------------------------------------------------------------
|
|
|
|
MeleeCombat v2.3.1 HOTFIX/CORE UPDATE - 26/06/2018
|
|
|
|
- Add core-support to the new AI Template (new asset coming soon)
|
|
- Add Footstep Support for multiple Terrains
|
|
- Add new verifications for the ItemManager
|
|
- Add ObjectContainer for instantiated objects to avoid polluting the hierarchy in Playmode
|
|
- Improved performance on Footstep Detection Material
|
|
- Fixed Holder UnequipDelayTime bug
|
|
- Fixed Footstep not detecting different Terrains
|
|
- Fixed Footstep generic rig type bug
|
|
- Fixed root motion not working on idle states
|
|
- Fixed Footstep error "TargetException: Non-static method requires a target" in Unity 2018.1
|
|
- Convert smoke legacy particle to shuriken
|
|
- Several overall improvements in the Project
|
|
|
|
-----------------------------------------------------------------------------------------------------
|
|
|
|
MeleeCombat v2.3.0 CORE UPDATE- 16/03/2018
|
|
|
|
- add MeleeClickToMove demo scene (Diablo combat style)
|
|
- add Jump Multiplier Spring example in the Basic Locomotion scene
|
|
- add namespace on all vScripts
|
|
- add vHealthController (You can use this component to have health into generic objects without the need of a vCharacter which now inherits from the vHealthController)
|
|
- add OnEnterLadder/Exit Events
|
|
- convert Legacy Particles to Shuriken
|
|
- fix rotation bug with Generic Actions and Ladder
|
|
- fix Basic Locomotion tab not showing in Mac OS devices
|
|
- fix Ragdoll issues
|
|
- improved Standalone Character
|
|
- improve attack exit transitions smoothness
|
|
- update several scripts to avoid over warnings using Unity last API
|
|
- update and fixed several prefabs and scenes
|
|
- update project to Unity 5.6.1
|
|
|
|
-----------------------------------------------------------------------------------------------------
|
|
|
|
MeleeCombat v2.2.5 ANIMATOR UPDATE - 08/01/2017
|
|
|
|
* Happy New Year!!
|
|
|
|
- add leaning animations for walk, run and sprint animations
|
|
- add new unarmed moveset for free, strafe and crouch
|
|
- add new pick up item animations
|
|
- add SetLockShooterInput, SetLockMeleeInput and SetLockBasicInput to call on Events and lock individual inputs
|
|
- add ShowCursor, LockCursor and SetLockCameraInput methods to call on Events
|
|
- add new CheckGroundMethod with options to Low and High detections levels
|
|
- updated vPlatform to work with the FreeClimb Add-on
|
|
- updated all animator controllers (*important - make sure to update your old animator based on the new)
|
|
- fixed camera bugs
|
|
- fixed bug animations looping on 2017.3
|
|
|
|
-----------------------------------------------------------------------------------------------------
|
|
|
|
MeleeCombat v2.2.4 HOTFIX - 31/10/2017
|
|
|
|
- changes in the tpInput to update the Adventure Creator & Playmaker Integration
|
|
- slopeLimit improved and add slide velocity in the inspector
|
|
- fix bugs in the 2.5D scene, player animator needs to be on update mode animatePhysics
|
|
- fix lock-on target not exiting lock-on mode with more then 1 target close
|
|
|
|
-----------------------------------------------------------------------------------------------------
|
|
|
|
MeleeCombat v2.2.3 HOTFIX - 05/10/2017
|
|
|
|
- fix onDead event not being called on vCharacterStandalone
|
|
- fix ragdoll RemovePhysicsAfterDie option
|
|
- fix ragdoll causing error when dying on spikes
|
|
- fix weapon holder bug (when pickup a new weapon, the current weapon holder show/hide)
|
|
|
|
-----------------------------------------------------------------------------------------------------
|
|
|
|
MeleeCombat v2.2.2 HOTFIX - 18/09/2017
|
|
|
|
- add support to quickly change the CameraState using the ChangeCameraState method from tpInput
|
|
- add support to create Ragdolls for Generic Rigs
|
|
- add Ragdoll Generic Template if you have several models with the same hierarchy name, add the bone name once and create for every model
|
|
- fix weapon handler equip delay time
|
|
- fix roll direction bug when using strafe
|
|
- fix strafeLimit not working when walkByDefault is enable
|
|
- change animator update mode back to normal
|
|
- change ColorSpace back to Gama (default color space of Unity)
|
|
- minor improvements
|
|
|
|
-----------------------------------------------------------------------------------------------------
|
|
|
|
MeleeCombat v2.2.1 HOTFIX- 30/08/2017
|
|
|
|
- fix strafe movement speed
|
|
- fix melee manager not causing any damage on generic custom hitboxes
|
|
- fix camera jittering when using the MeleeLockOn
|
|
- fix katana 3D Model importing errors on 5.5.0
|
|
- fix speed of holding melee weapons walk animations
|
|
- fix mobile inventory not equiping weapons
|
|
- add free movement with lockOn (use the bool strafeWhileLockOn)
|
|
- add API link under the tab Help
|
|
|
|
-----------------------------------------------------------------------------------------------------
|
|
|
|
MeleeCombat v2.2.0 TOPDOWN/2.5D- 17/08/2017
|
|
|
|
- add 2.5D Curved path system
|
|
- add camera trigger to change angle
|
|
- add Topdown movement with rotation based on mousePosition
|
|
- add LockMeleeInput option to use with events (see topdown example)
|
|
- remove ClickToMove from the Core, now different types of controller have their own scripts making the core more clean
|
|
- change the GenericAnimation to have a external way to call the method PlayAnimation without input
|
|
- improved aim IK behaviour smoothness
|
|
- improved camera behaviour smoothness
|
|
- improved charater rotation smoothness
|
|
- fix Camera StartUsingTransformRotation and StartSmooth options
|
|
- fix footstep particle instantiating without layer verification
|
|
- fix stamina consumption while crouching or jumping
|
|
|
|
------------------------------------------------------------------------------------------------------
|
|
|
|
MeleeCombat v2.2d HOTFIX UPDATE - 19/07/2017
|
|
|
|
- add katana 2 hand moveset & attack animations
|
|
- add revival option for both Player & AI
|
|
- add new inspector icons for important scripts
|
|
- change move speed variables to a internal class
|
|
- creating a melee controller now adds the meleeManager and lock-on automatically
|
|
- footstep has the defaultSurface assign when add the component
|
|
- fix reaction/recoil/death animations playing without root motion
|
|
- fix ragdoll bug disappearing the character after the 2 hit
|
|
- fix mouse click not working in the inventory on editor
|
|
- fix/improved turnOnSpot verifications
|
|
|
|
-----------------------------------------------------------------------------------------------------
|
|
|
|
Changelog v2.2c IMPROVEMENTS UPDATE - 30/6/2017
|
|
|
|
- add inventory support for Mobile
|
|
- add Inventory DemoScene with examples on how to add/remove/equip/unequip/destroy/drop/check items
|
|
- add vItemCollectionDisplay prefab (hud text showing what you collect from the vItemCollection)
|
|
- add keycard examples to open doors
|
|
- add support to revive the Player
|
|
- add option to remove components when the player dies
|
|
- add option to start the camera without the player rotation and without lerp
|
|
- add input to go up/down for the ladder
|
|
- fixed StepOffset Raycast interfering with Triggers making the character float a little bit
|
|
- fixed headtrack look at while aiming bug
|
|
- new small features for the scene 2.5D, lock Z axis and remove vertical input
|
|
- the Lock-On component is now a add-on and should be attached into the Player instead of the Camera
|
|
- improved FootStep logic
|
|
- remove all SendMessage calls from the project
|
|
- several small fixes and improvements requested by add-on creators to improve compatibility
|
|
- controller is now setup to be without root motion by default, to improve the range of adding new custom animations
|
|
|
|
-----------------------------------------------------------------------------------------------------
|
|
|
|
Changelog v2.2b HOTFIX/INVENTORY - 5/6/2017
|
|
|
|
- updated documentation
|
|
- improved ladder action component
|
|
- improved jump animation transition
|
|
- add strong unarmed attack animations
|
|
- add option to auto equip melee weapons, and set the equiArea (melee, consumable, etc)
|
|
- add SlotIdentifier on the EquipDisplay so it's easier to know what slot you're in
|
|
- fix chests in the melee demo scene
|
|
- fix occasionally 360 camera spin after enemy die with lock-on activated
|
|
- fix weapon holders bugs
|
|
|
|
-----------------------------------------------------------------------------------------------------
|
|
|
|
Changelog v2.2a HOTFIX - 31/5/2017
|
|
|
|
- Fix missing BodyMembers in the MeleeManager
|
|
- Fix camera reposition to 0, 0, 0 in the Editor
|
|
- Add Auto Equip option for the Item & ItemCollection
|
|
- Add vRemoveCurrentItem as example to Unequip, Drop or Destroy the current item equipped
|
|
- Add vSimpleTrigger script with simple trigger verifications with Events
|
|
- Small changes in the vGenericAction
|
|
|
|
-----------------------------------------------------------------------------------------------------
|
|
|
|
Changelog v2.2 ACTION SYSTEM 6/5/2017
|
|
|
|
- New Action system implemented
|
|
- New in-game HUD add
|
|
- New TriggerAction with more options for MatchTarget
|
|
- New LadderAction separated from the controller
|
|
- New vSkin for the Editors
|
|
- Add RandomAttacks example
|
|
- Fix Twisted Model on the mobile demo scene
|
|
- Fix missing particles prefabs
|
|
- Several minor changes to improve stability
|
|
|
|
-----------------------------------------------------------------------------------------------------
|
|
|
|
Changelog v2.1b HOTFIX xx/04/2017
|
|
|
|
Changes:
|
|
- removed all standard assets folders and scripts, use the README at the mobile scene to use the mobile controls
|
|
- attack stamina is now deal at the attack state as requested by users
|
|
- small changes to improve compatibility with custom add-ons & integrations
|
|
|
|
-----------------------------------------------------------------------------------------------------
|
|
|
|
Changelog v2.1a HOTFIX 11/03/2017
|
|
|
|
Fix:
|
|
- AI not strafing
|
|
- auto actions calling the animations twice
|
|
- fix minor issues on every demo scene
|
|
- weapon holder not enabling
|
|
|
|
Changes:
|
|
- changes in the blend tree of the strafe locomotion on the animator
|
|
|
|
Add:
|
|
- events for the AI when the state changes
|
|
|
|
-----------------------------------------------------------------------------------------------------
|
|
|
|
Changelog v2.1 preShooter 9/03/2017
|
|
|
|
Fix:
|
|
- AI floating when the capsulle collider is higher then 2f
|
|
|
|
Changes:
|
|
- ItemManager now it's a separated folder to share with the Shooter
|
|
- new transition from falling to locomotion, improving the jump transition
|
|
- new jump physics
|
|
- remove quickStop animation (will be improved in the future)
|
|
- new physics material for the player to avoid slide on ramps
|
|
- camera improvements and option for sensitivity by state
|
|
|
|
Add:
|
|
- option to walk by default on free or strafe on the player's inspector
|
|
- add turn on spot blend angle animations, optional by bool on inspector
|
|
- add new methods to getItems throught code into the ItemManager script
|
|
- new demo scene showing auto collectables WITHOUT inventory
|
|
- support for Two hand weapon on the inventory
|
|
- add option to use attributes and override them to create unique items
|
|
- add filter search of ItemType on the ItemManager and ItemCollection
|
|
- add option to duplicate items from the ItemListData
|
|
- add new window to create attributes as enums in real time
|
|
- add option to 'use root-motion' on the player
|
|
|
|
-----------------------------------------------------------------------------------------------------
|
|
|
|
Changelog v2.0c smallHOTFIX 11/12/2016
|
|
|
|
Changes:
|
|
- Fix Basic Change Scene buttons
|
|
- Minor changes on the 2.5D Scene controller
|
|
- Improved JumpMove transition
|
|
- Improved TurnOnSpot (add option for moveset)
|
|
- Fix Action bug when repeatedly smash the button during an action
|
|
- Fix occasionally bug when jumping during an action and falling though the ground
|
|
- Fix AI not rolling when 'agressiveAtFirstSight' is true
|
|
- DamageObjects now has the option to trigger a reactionID
|
|
|
|
-----------------------------------------------------------------------------------------------------
|
|
|
|
Changelog v2.0b HOTFIX 22/11/2016
|
|
|
|
Changes:
|
|
- Improved rigibody movement using OnAnimatorMove
|
|
- Improved animation transition from CrossFade to CrossFadeInFixedTime
|
|
- Fix bug when hit the button twice or more when starting the action
|
|
- Fix jittering while openning the chest on Strafe mode
|
|
- Fix MovementSpeed values not working on v2.0a
|
|
- Fix vMoveSetSpeed script to handle different moveset ID movement speed separatly
|
|
- Fix pendulum prefab missing mesh
|
|
- Fix ragdoll reseting at the y = 0 of the world location
|
|
- Fix ragdoll creator creating small collider for the head
|
|
|
|
-----------------------------------------------------------------------------------------------------
|
|
|
|
Changelog v2.0a HOTFIX 12/11/2016
|
|
|
|
Changes:
|
|
- Fix character locomotion jittering at low frame rates
|
|
- Fix links for youtube tutorials
|
|
- Fix AI not rolling
|
|
- Fix AttackName to trigger customParticles
|
|
- Fix Player not hitting the CompanionAI
|
|
- Fix Enemy not attacking the CompanionAI
|
|
- Improved Jump Physics
|
|
- Disable V-icon as lockOnSprite in the HUD
|
|
|
|
-----------------------------------------------------------------------------------------------------
|
|
|
|
Changelog v2.0 MELEE COMBAT BIG UPDATE 26/10/2016
|
|
|
|
Changes:
|
|
- New MeleeManager
|
|
- HeadTrack improved
|
|
- Hitbox improved (single or multiple)
|
|
- AI Improved (+Performance)
|
|
- AI Actions removed (+Performance Boost)
|
|
- ThirdPerson & Topdown now share the same scripts, just change the input
|
|
- New Collectable system
|
|
- ThirdPersonInput & MeleeCombatInput scripts add to handle Input directly
|
|
- Changes in the Core of the Controller
|
|
- Animator Controller improved
|
|
- HUD improved
|
|
- New Action verification (+Performance)
|
|
- Extra Move Speed improved for the Controller, non-root motion or root motion with extra speed
|
|
- Capsule Collider will not be 'stuck' on walls anymore
|
|
|
|
Add:
|
|
- Equip weapons animations
|
|
- New Reaction animations by direction (small upperbody / big fullbody)
|
|
- New Recoil default animation
|
|
- Weapon Holder feature
|
|
- Random Weapon for AI
|
|
- New CQC animations
|
|
- Chest with collectable items & animation
|
|
- Breakable Vases
|
|
- vOnDeadTrigger call a event when the character dies
|
|
- New weapon examples
|
|
- Consumable items examples (health potion, increase health potion, etc)
|
|
- New Reaction animations
|
|
- Inventory System
|
|
- Item Manager
|
|
- New MeleeCombat DemoScene
|
|
- Events to call when use items (trigger particles, sounds, etc)
|
|
- Portal example to change scene with Character, Equiped Weapons & Items
|
|
|
|
-----------------------------------------------------------------------------------------------------
|
|
|
|
Changelog v1.3 BASIC LOCOMOTION BIG UPDATE 03/08/2016
|
|
|
|
Changes:
|
|
- Major changes on the main scripts of the Controller
|
|
- Improved Jump Physics
|
|
- Improved Ragdoll Transitions
|
|
- OnTriggerStay improved if using Ragdoll
|
|
- TriggerActions method changed, now we check the angle of the trigger instead of using Raycast (+performance)
|
|
- DraggableBox removed from the template (we'll remake in the future)
|
|
|
|
Add:
|
|
- New Animator Controller with less transitions, layers & parameters (easier to customize & add new animations)
|
|
- New V-bot 2.0 with custom textures and 3 LOD level
|
|
- New Headtrack system with LookAt to objects
|
|
- Area damage example (damage by frequency when staying inside the area)
|
|
- New Input script that handle all the input separated from the controller (easy to integrate with input assets)
|
|
- New Speed by MoveSet script that allow adding different speed values to the locomotion for each moveset
|
|
- Moving platform example
|
|
- New Main DemoScene
|
|
|
|
-----------------------------------------------------------------------------------------------------
|
|
|
|
Changelog v1.2a HOTFIX 15/06/2016
|
|
|
|
Fixed:
|
|
- GameController Spawning method getting errors or not spawning the Player prefab
|
|
- Layer 'Player' not auto-assigning on the Character childrens, making the character auto-crouch when add a Ragdoll
|
|
- Wrong stamina consuption at higher FPS
|
|
|
|
---------------------------------------------------------
|
|
|
|
Changelog v1.2 BASIC LOCOMOTION 31/05/2016
|
|
|
|
Fixed:
|
|
- Error when trying to manually add a TPCamera into a Camera
|
|
- Wrong stamina consuption in some cases when rolling, jumping and sprint
|
|
|
|
Changes:
|
|
- Controller, Animator & Motor scripts revised with new commends and regions for both Player, easier to use and modify
|
|
- Overhall performance improvements
|
|
- Sprint unlock for strafe locomotion, just add the animations into the blendtree
|
|
|
|
Add:
|
|
- Draggable Boxes
|
|
- Dynamic Trigger Action to know if there is a obstacle above or ahead
|
|
- Puzzle Boxes Scene showing the new feature
|
|
- Add new Beat'n Up Demo Scene
|
|
- Tags & Layers are automatically add into the project
|
|
- Health Item example to recover health
|
|
|
|
---------------------------------------------------------
|
|
|
|
|
|
Changelog v1.1d HOTFIX 17/01/2016
|
|
Fixed:
|
|
- Character Template missing Animator
|
|
|
|
-----------------------------------------------------------------------------------------------------
|
|
|
|
Changelog v1.1c 12/01/2016
|
|
|
|
Fixed:
|
|
- 2 Actions been activate at the same time, causing the Player to glitch between states
|
|
|
|
Changes:
|
|
- QuickStop and QuickTurn now are actions and are located in the Action State on the Animator
|
|
- Grounded State remade to handle Strafe animations
|
|
- Minor changes at the TPMotor, TPAnimator and TPController to prepare the AI on the next update
|
|
- Better transition from Strafe to Free locomotion, and the a smoother Quickturn
|
|
- ICharacter Interface created to handle the Ragdoll behaviour for both Player and AI
|
|
- Improve the verification for quickStop and quickTurn Add:
|
|
- Locomotion Type, now you can choose between Strafe Only, Free Only or Free with Strafe
|
|
- Crouch Strafe locomotion
|
|
- New Layer for Melee 3 Attack Combo, this layers comes without animations at this version,
|
|
but we will add some example animations on the next version,
|
|
along with the AI
|
|
|
|
-----------------------------------------------------------------------------------------------------
|
|
|
|
Changelog v1.1b 30/12/2015
|
|
|
|
Fixed:
|
|
- Message displaying change of input between mobile/pc when clicking
|
|
- Fixed the error about bounds on the FootStep when walking between Terrain and Mesh
|
|
|
|
Changes:
|
|
- TPCamera & HUD isoleted from the controller, now this components are modular and work individually
|
|
- Controller now works as a Prefab, can be Instantiated and will automatically find a Camera or the HUD component on the scene
|
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- Culling fade now goes into the character instead of the Camera, also modular just like the Ragdoll of Footstep component.
|
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- Strafe animations re-configured with better transitions
|
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- Several TPCamera improvements of CameraState transitions and Culling
|
|
- Improvements and changes into the TPAnimator and TPMotor, now we separated on methods that controls animations and locomotion behaviour from each other
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Add:
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- GameController with SpawnPoint system
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- Non Root-motion movement add, with separated Directional Movement Speed and Strafing Speed
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- Rotate by World bool add into the Controller for better locomotion when playing on Isometric Mode
|
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- List of Ignore Tags for the Ragdoll Component, keep Weapons or Acessories that are children of the Player with the correctly rotation
|
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- New Camera Feature - Fixed Point or Multiple Points (Resident Evil oldschool camera's style)
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- Trigger System to change CameraPoints
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- New Demo Scene with the V Mansion showing the new CameraMode Fixed Point
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- Simple Door example
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|
|
|
-----------------------------------------------------------------------------------------------------
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Changelog HOTFIX v1.1a 10/11/2015
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Fix Bugs:
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- On the MobileScene the gameObject MobileControls need to be below the HUD gameObject on the Hierarchy (otherwise it will stop respond after the ragdoll turn on)
|
|
- Fix the Jump behaviour if you jump right on the edge, the character falls and jump again (mecanim issue)
|
|
- Fix the trajectory of the jump in case of high value of height and force forward
|
|
- v1.1 shipped with a aditional XInput plugin, we removed and now you can export Mobile builds normally
|
|
|
|
Add:
|
|
- The character now can jump while Aiming (just a condition add in the Animator)
|
|
- Add 'quick change scene' buttons on the demo scenes
|
|
- Add a Camera Fade effect to hide the character when is too close
|
|
- Add Clip Plane Margin for better clipping planes to the Camera
|
|
- Add InvectorJoystick.cs is just a quickfix to the Square touch area from the CrossPlataformInput to a Circular touch area
|
|
- Add the original Standard Assets CrossPlataformInput to improve compatibility with other assets and avoid errors of scripts duplicity
|
|
- Add back the AntiAliasing in the Camera
|
|
|
|
-----------------------------------------------------------------------------------------------------
|
|
|
|
Changelog v1.1 25/10/2015
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|
|
|
Fix Bugs:
|
|
- Fix the vibrating upperbody animation when in Aiming mode after the ragdoll was activated (bug found by Chrisb3D, thanks!)
|
|
- Fix lockPlayer after roll through the Crouch Area and rarely lock the player on the exit (bug found by tmmandk, thank you sir!)
|
|
- Fix minor bug holding shift and enter on Aim mode still drains stamina (reported by Steel Grin, thanks!)
|
|
|
|
Changes:
|
|
- Script "FindTarget" changed to "TriggerAction" and add AutoActions bool
|
|
- Major changes on TPCamera script
|
|
- Update XInput plugins to the last version with x86 and x86_x64 support
|
|
- change CheckForwardAction() and create a CheckActionObject on ThirdPersonMotor
|
|
- remove CheckAutoCrouch from the ThirdPersonController and put on ThirdPersonMotor
|
|
- improved Culling of the camera
|
|
- improved Ragdoll transition when back to player
|
|
- improved footstep system syncronization
|
|
- improved Ground Detection
|
|
- now users need to set up layers manually to improve compatibility with others projects
|
|
|
|
Add:
|
|
- Add float spine curvature to set up how much the spine will curve while on Aiming mode
|
|
- Add support to realtime change input to Mobile (thanks to Xander Davis)
|
|
- Add support to MFi iOS gamepad (thanks to Xander Davis)
|
|
- Add Aiming button on Mobile Touch Controls
|
|
- Add AutoActions for TriggerActions automatically do an Action without the need of input
|
|
- Add Tag for AutoCrouch (use on a simple trigger object)
|
|
- Add FootStep support to Play a specific material on objects with multiple materials
|
|
- Add feature Jump
|
|
- Add feature Camera Scroll Zoom (Mouse only)
|
|
- Add feature FixedAngle on CameraState
|
|
- Add DrawGizmos for Debug to verify the Raycasts on Motor (head, actions, stepup, stopmove)
|
|
- Add 2.5D Scene Demo
|
|
- Add Topdown Scene Demo
|
|
- Add Isometric Point&Click Scene Demo |